Topics - Jelleye

Who am I aiming this topic at?Good day, I'm in the need of some help of experienced Software Engineers (people who can program, programs with a Windows GUI) and Game Engine Programmers (people who can create game engines in languages other than Gamemaker; C, Java, Assembly, ... ). Aside from that I could also use people who are capable of writing compilers for these languages (C, Java, Assembly, ... ).

What is the FPCS Game Studio Project?The FPCS Game Studio project is a project of mine that is still in the concepting stage, as I require experienced people to realize the concept and adapt it where an impossibility is met. FPCS Game Studio is a concept for a game development software suite, that should work at a high level (C, Java, ... you get the drill) and should yet be very easy to learn. See it as a hybrid of the professionality of "real" languages (C, ... ) and the low (non-existant?) learning curve of Gamemaker, MMF, ... .

The general way it will work, is by offering an easy interface, that will allow the user to create a game out of customizable building blocks. These building blocks can be created by experienced programmers in high-level languages. The FPCS Engine will serve as a bridge inbetween the game designer and the high-level "building blocks", offering an interface to customize and combine them.

To illustrate this; recreating Super Mario Bros would be possible by combining building blocks like; Platform Character (Mario), Destroyable Wall (Bricks), Bouncing Bullet (Fireball), Patroling Platform Enemy (Red Koopa, Flying Koopas (= vertical partoling)), Walking Enemy (Goomba, Green Koopa) and Touch-grab Item (Coins, Star, Mushroom, ... ). These can then be layed out in the Map Editor. All maps are then connected to eachother with various types of teleporters (which all store a destination room and destination screen position); Touch Teleporter (to go from one level to another, after the flag is grabbed), Button & Touch Teleporter (Pipes, pressing down + touching = teleport). All Building blocks are then linked to Graphical and Audio data. Finally, the game is compiled through the Engine, and you've got your basic Mario Bros game in 10 minutes.

Why would you join?To help the fangame/ indie game development sector. By providing a professional, yet easy to use interface, anyone can create a professional game. Using prebuilt building blocks, the users only need to spend time on perfecting the actual design of the game, rather than on code. As the time required to create a project is drastically lowered, the "I quitted the project as it didn't interest me anymore"-problem might be solved.

As games are produced in high level languages, it might be possible to make them easilly portable to real gaming platforms, a so-far fairly undiscovered terrain in the hobby-game design sector.

As the Engine is very extendible by allowing programmers to create their own building blocks, others can use these blocks for their own projects, if the programmer doesn't need them for personal use only. This way, collaboration on games (even when not intended, as you don't know who is gonna use your building block when you put it online) is simplified. Sharing building blocks will be possible to another part of the software suite called the Resource Manager, which will connect to online databases where resources (Building Blocks, but also graphics, sound, ...) can be submitted. This way, when creating a game, the designer can perform a live-search over multiple databases, looking for (and hopefully finding) the perfect building block for his game. But, ... more on that after the Engine's basics are done.

"Where" will the project take place?I'm posting this here as I've noticed many people here are now attending Software Engineering/ Game Design studies at university. Also, the first person that popped into my head was Infini (hence his name in the topic title, I've been told I'd be able to attract his attention this way). If some people are interested in helping me, we'll get a better development structure organized (Shared Workspaces, ... ) as experience has tought me organizing a project in a single topic doesn't work.

The way I had in mind to organize this is to alternate brainstorming "sessions" with development "sessions". This means, we'll first overthink a concept and find the best way to solve it, and then develop that. To illustrate this, say we're gonna work on a graphics management system. [Brainstormiing] We'll first try to figure "What does a Game Designer need when it comes to managing his graphics?". We'd need a way to get them in the project (Load them in through an interface? Let the user copy and paste the files to the right folder manually? Will we let them import them straight from online databases, through the Resource manager? Which file types do we allow? Should they be presented in sheets or animated GIFs? Could we make our own fileformat to emulate NES graphics, storing graphics in a 2-bit-per-pixel way, with a 4 color (3 color, 1 alpha) pallete attached to every 8x8px segment on the sheet?) We'd need to get them organized (Will be put them all in one folder? Will we spread them over various folders; backgrouds, sheets, tiles, ... ? Will we compress them all in one graphics archive? ... . [Designing] Next we will implement the finalized concept. I will provide build-specifications in the form of a Development Document. These contain information on what features need to be added, and more details on how they work/ what they should do. An example can be found in the attachment of this post. It's the Dev Doc for both the main interface and the base of the Graphics Management system.

When will the project take place?As soon as enough people are interested, we'll get some stuff going. I'm currently having exams at university, as many of you might have too. If so, you can always state when you will have some time to help.

PS: The Design Document (unfinished) has also been added for more information related to what FPCS stands for, how it's different from other engines, more about the Engine and Resource Manages, ... etc.

I finished spriting a normal Stalchild. I did a lott of "research" for this one as you can see on the sheet itself. It's perfectly in the ALTTP Style (atleast it should be. But, I had to make the animations less smooth, use less shades, remove pillowshading, use much contrast to do that, but it looks really ALTTP-ish now . Here it is:Sheet: Animated:Up: Right: Left: Down: Hit:

Sheet number 15 has been finished ! This time, a bigger one. It's totally made from scratch. Since I'm trying to get better, I used all of the tips you gave me in previous topics, the enemy is now better shaded and has some smooth outlines. Hope you like this one. Just a question though, if you compare the size of this guy to Link, he's kind off big. Should I use it as "Big Stallchild" or as a normal "Stallchild" ? Anyway, here it is:Sheet:Animated:Up: Right: Left: Down: Hit Up: Hit Right: Hit Left: Hit Down: c+c please! ;D

Just finished my 14th sheet. It's about the Bari enemy (another of those jellyfishes, but a bigger one). This time I sprited 2 version, a fully shaded one, without outlines (kind off MC style) and *according to your suggestions in the other topics* an outlined one in ALTTP-black, with less shades. Thanks to you all, the result is really nice! c+c is still appreciated though, since nobody's perfect . Anyway, here is the Bari Sheet:Sheet:Animated:V1 Swimming: V2 Swimming (Looks much better, thank to all of you )Hit: Example Animation: (Probably the smoothest animation I ever made O_o)

Just finished yet another enemy sprite. This one is actually the first one I like myself . After finishing it a tought by myself "Did I actually made this O_o" . I added 2 versions of the swimming animation, I like the second one better. Here it is, my 13th sprite sheet of the enemy "biri" (those jellyfishes or however you spell the word ) BTW, I didn't add outlines here either, but since the enemy is transparent, it wouldn't look nice on him.Sheet:Animated:Swimming 1: Swimming 2: Hit: (as flashy as you could have expected )

This one is my personal favourite of all the sprites I made yet. Hope you like it to. c+c please

EDIT: For people who don't know these enemies, this is one: -->Picture<--

First of all, I didn't knew what a "Shabom" was either, so... this is it: PictureSince no one has sprited it before, I decided to sprite it. I made two versions, the first one requires image_alpha, the second one doesn't. I personally like V2 better. The animations of the movement aren't really smooth, but I couldn't make them smoother because the sprites are to small . It isn't perfect, but it'll do for now. Anyway, here it is the Shabom (my 12th sprite in 3 days, WOOT! )Sheet:Animated:V1 Fly: V1 Explode: V2 Fly: V2 Explode: Explosion: (I got no idea why I added this to this sheet ??? )

I just finished my fourth sprite sheet, the enemy "Bubble" from Ocarina Of Time. I totally made it myself, since it doesn't exist in ALTTP. I'm going to make all kind of bubbles out of this sheet (blue, white, ...)Sheet:Animated:WingsUp/ Down: Wings Right: Wings Left: Up: Right: Left: Down: You'll need to add the wings, to the skull to see how it would look ingame. I'll make an animated gif of that to... Finished, this is how it would look ingame: c+c please .

As I told you, here is the blue Bubble sprite, just a bit extended, mostly new sprites, I included an example about how it would look in game to .Sheet:Animated:Example: Wings Up/ Down: Wings Right: Wings Left: Up: Right: Left: Fire: Down:

Here he is, the white bubble. I really improved it because of your tips (thanks for that). I changed the color of the lines to ALTTP black, I removed one shade and I made the skull look less like pacman . Hope you like it .Sheet:Animated:Example: Wings Up/ Down: Wings Right: Wings Left: Up: Right: Left: Fire: Down:

I didn't add this animations to the sheets, and I'm not planning to add them, because I guess they're complete... but I'll post them here anyway. It are the animations of when Bubble get's hit, and starts flashing.Up: Right: Left: Down: They're not nesesary, but since I want the sheets to be as complete as possible, I'll add them anyway .

After 2 days of hard work, I finally finished this topic and sprite collection. This a a collection of all of the sprites of OOT 2D I know of. Feel free to use any of them. If you find a sprite we don't have yet, post it in the sprites forum of LOZ-OOT2D-CP. It was originally meant for LOZ - OOT2D - CP but anyone can use it, aslong as you give credit.

I hope this will help lot's of people who are trying to make a copy of OOT. If you are a spriter, and have some free time, or you are bored, you can try making one of the sprites we don't have yet. (those are marked with "??? Needed!")